World of Wyvren
The DnD 3.5 Complete Warrior provided an example of variant rangers or paladins that opted not to gain spells and focus on martial abilities. Since Pathfinder gave a bit more power to the player characters, here are the updated rules for the ranger and the paladin, along with other examples of variant half-spellcasting classes that opt to not gain spells. This is useful for Vampyre and Linrae characters in Wyvren when wanting to choose a character class.
It is important to note that a Linraean or Vampyre can be a Warlock with no penalties or alterations to the class. Also, a Linraean (or Vampyre, were the teachers actually willingly teach them) may feel free to become a Daoh Warrior or Elemental Bender, as these are not arcane or divine spellcasting classes. Any classes with spell-like abilities can be taken by either Linrae or Vampyres without alteration, however any prestige class that has spellcasting as a lesser ability is forbidden to Linrae without intense study on the part of the character wishing this Prestige class
Also, anyone is free to study in the non-magical art of these classes. The knowledge of how to use these powers without magic is well spread throughout all of Wyvren by Linraean teachers.
Bards can find their notch in any of the societies across Wyvren, filling in the role nicely in any situation, be it on the battlefield or off. Xiron’s Rullins Maxwell, a renown Seeker of the Song, developed the ability for a bard to draw on the mystical power of the universe, the harmony in all things, to create abilities for Bards to use without the assistance of the arcane.
Spells – The variant Xiron Bard does not gain the ability to cast spells at all.
To Further the Song – Xiron Bards learn to use their Bardic Performance more readily, and are able to use their Bardic Performance for a number or rounds equal to 8 + Charisma modifier per day. They still gain 2 additional rounds to use this ability per level.
Attunement with the Universe – Xiron Bards, under Rullins’ tutelage, have learned effects that are similar to spells but draw from the harmony of the universe rather than arcane or divine power. Here is a chart for each of the skills a bard can learn. All these effects are started by a standard action and last while the bard sings or plays them, which requires a move action each turn. Each song requires a verbal component, so the bard cannot speak while using these songs but he can attack (taking damage while maintaining a song such as this requires a concentration check [Bard level + Charisma modifer] or the song ends). A bard cannot have more than one song going at once, although he may stack his Bardic Performance ability with these songs, provided the song does not have an audible requirement. The bard may attempt these songs a total number of times per day equal to 2 + Charisma modifier. These songs are not subject to spell resistance, as the bard is using the harmony of the universe rather than arcane power to achieve these effects. These songs affect all allies or enemies (bard’s choice) within a 40 ft radius that can hear them. For the summoning spells, the monster appears and must remain within 40 ft of the caster. The save for these songs is 10 + the song’s equivalent spell level + Bard’s Charisma modifier. The Bard must have a Charisma score equal to at least 10 + the song’s equivalent spell level.
|Level||Song||Effect||Equivalent Spell Lvl|
|1||Lullaby Fermata||4 HD of creatures put to sleep, all others affected by 0-level bard spell lullaby (Will save negates) Effects remain while bard is singing||1|
|2||Chords of Dissonance||Deals Cha modifier damage per round (Will save negates)||1|
|3||Elemental Rhythms||Adds Cha modifier to saves vs. one element (bard’s choice)||1|
|4||Hymn of Restoration||Heals 2 + Cha modifier damage per round (bard included if desired)||2|
|5||Boastful Bellow||One target within range must make Fortitude save or be knocked back 20 ft and knocked prone (only lasts one round, not while sung)||2|
|6||Nocturne of Alteration||As per the 3rd level bard song sculpt sound||3|
|7||Selo’s Accelerando||+2 Dex and +10 ft of movement to all targets (bard included)||3|
|8||Bolero of Summoning||Casts summon monster III, creature stays while bard plays or until destroyed||4|
|9||Bravado of the Hero||Targets immune to fear effects||4|
|10||Arcane Arpeggio||Grants 10 + lvl spell resistance||5|
|11||Elegy of Fleeting Arcana||Acts as a dispel magic in the radius, affects all targets, bard included||5|
|12||Bellow of the Ages||As per the 4th level bard song shout||5|
|13||Bolero of Greater Summoning||Casts summon monster V, creature stays while bard plays or is destroyed||6|
|14||Song of Dischord||As per the 5th level bard song||6|
|15||Fanfare of the Turning Tide||All targets receive -4 to AC and all attack rolls||6|
A Linraean is free to follow the path of divinity for one of the gods of Wyvren. There is no social stigma against the gods as there is solid proof of their existence, however their non-magical nature denies them access to their deities spells but not from that deity’s assistance.
Spells – The paladin does not gain the ability to cast divine spells.
Blessed Weapon – Any melee weapon wielded by a paladin of 6th level or higher is treated as good aligned for the purposes of overcoming damage reduction. When the paladin gains the Aura of Faith ability, the range extends to 20 ft.
Divine Might – At 11th level, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used a number of times per day equal to their unmodified Charisma modifier, and lasts for 1 minute per class level.
Increase Divine Bond – At 13th level, a paladin’s divine bond becomes more powerful without the aid of spells. If the paladin chose the mount option of Divine Bond, he becomes more efficient in healing his mount. Instead of healing 1d6 per two paladin levels, the paladin now heals his mount for 1d6 per paladin level, and may choose to remove one of the following conditions from his mount when he heals: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
If the Paladin chose the bonded weapon option, he gains an additional time per day to summon the celestial spirit, and his weapon will always count as a +1 enhancement (allowing him to put effects on his weapon before putting the +1 enhancement on his weapon).
Holy Sword – At 16th level, the paladin gains the ability to use Holy Sword once per day as a caster whose level is equal to one half the paladin’s class level. The paladin also may choose to cast Hallow at a caster level equal to his paladin level and with no gold component costs, but if he does he loses his ability to cast Holy Sword or Hallow again for a week. This is a divine effect, not a magical effect, and as such cannot be dispelled by any means.
Variant Dark Paladin
The Vampyre call on the dark power of Molizar, usually, in order to power their dark desires. The Anti-Paladin is in the Pathfinder Adv. Players guide, and called Dark Paladin on Wyvren.
Spells – A Dark Paladin does not have the ability to cast divine spells.
Cursed Weapon – Any melee weapon wielded by a dark paladin of 6th level or higher is treated as evil aligned for the purposes of overcoming damage reduction. When the dark paladin gains the Aura of Sin ability, the range extends to 20 ft.
Demonic Might – At 11th level, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used a number of times per day equal to their unmodified Charisma modifier, and lasts for 1 minute per class level.
Increase Fiendish Bond – At 13th level, a dark paladin’s fiendish bond becomes more powerful without the aid of spells. If the dark paladin chose the servant option of Fiendish Bond, he becomes more efficient summoning a servant. At level 5, he can use Summon Monster IV, and the spell increases every two levels (to a maximum of Summon Monster IX at 15th level.
If the dark paladin chose the bonded weapon option, he gains an additional time per day to summon the fiendish spirit, and his weapon will always count as a +1 enhancement (allowing him to put effects on his weapon before putting the +1 enhancement on his weapon).
Unholy Connection – At 16th level, the paladin gains the ability to use Unholy Blight once per day as a caster whose level is equal to one half the paladin’s class level. Alternatively, the dark paladin may cast Unhallow at a level equal to his dark paladin level and with no gold component costs, but if he does, he loses his ability to cast Unholy Blight or Unhallow again for a week. This is a divine effect, not a magical effect, and as such cannot be dispelled by any means.
Linraean and Vampyre rangers are common, as their are ravages within their territories that require exploration.
Spells – The ranger does not gain the ability to cast divine spells.
Fast Movement – At 6th level, the ranger’s base land speed increases by 10 ft. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Nature’s Blessing – At 11th level, the ranger gains the ability to use a standard action to add a +4 bonus to his Constitution, Dexterity, or Wisdom score. This ability may be used a number of times a day equal to his unmodified Wisdom modifier, and it’s effect lasts for 1 minute per class level.
Touch of Nature – At 13th level, a ranger gains the ability to use Neutralize Poison/Poison or Remove Disease/Contagion (based on his alignment) as a caster whose level is equal to the ranger’s class level. The ranger may perform this ability 2 + Wisdom modifier times per day.
Freedom of Movement – A ranger of 16th level or higher can use Freedom of Movement on himself once per day as a caster whose level is equal to the ranger’s class level. This is a divine effect, and as such cannot be dispelled by any means
Inquisitors are divinely blessed, wrathful zealots for their cause. A Linraean or Vampyre is free to pick this class, even though the spells are cut off to them.
Spells – The Inquisitor does not gain the ability to cast divine spells.
Judgement Increase – The non-spellcasting Inquisitor must rely more on his Judgments than other Inquisitors. He gains the usage of his Judgments a number of times a day equal to 3 + his Wisdom modifier, and additional time per day for every three levels of Inquisitor he gains.
Domain Increase – The Inquisitor retains the ability to use one domain that is aligned with his deity, however he does not gain access to the spells. He can, however, at 6th level, use his level’s appropriate domain spell per day to add divine damage to his weapon. The Inquisitor can expend his level 3 domain spell per day (for example) in order to gain a +3 bonus to attack and deal an extra 3d6 points of damage based on his alignment (if the Inquisitor is chaotic good, the damage is either chaos or good) for the purposes of overcoming damage reduction. The Inquisitor requires a Wisdom high enough to have been able to cast a domain spell of that level if he still could cast spells.
Group Judgement – At 11th level, the Inquisitor’s Judgments effects all allies/enemies within 30 ft of the Inquisitor, depending on the judgment used.
Supreme Judgement – At 16th level, the Inquisitor may use Holy Word or Unholy Aura, depending on his alignment, as a caster level equal to his Inquisitor level. This is a divine effect, and as such cannot be dispelled by any means.
Summoning of ancient eidolon spirits was a common practice among cults of early Vampyres. The notes on the art were left behind by the Vampyres when the Linrae took the Vampyre’s cities. Nowadays, the art is considered a great gift, and not all Linrae can accomplish the task. Vampyres still practice this art on ChaoStar Island today. Others have learned this art and paired it with spellcasting (i.e. the Summoner from the Adv. Pathfinder rulebook).
Spells – The Summoner does not gain the ability to cast arcane spells, however he can still cast the Summon Monster spell-like ability that the Summoner gets. These are celestial/infernal in nature when cast by a Vampyre or Linrae, and as such the monsters summoned this way cannot be dispelled, but can be effected by Banishment or Dismissal (similar to the eidolon)
Improved Eidolon – A non-spellcasting Summoner gains additional evolution points. His eidolon gains additional evolution points equal to half the Summoner’s Charisma modifier, minimum of 1.
Eidolon Edge – At 6th level, the Summoner’s eidolon is treated as an eidolon two levels higher. This effects all statistics on the eidolon base statistics table in the Pathfinder Adv. rulebook.
Superior Eidolon – At 11th level, the eidolon’s bonus evolution points increase to the total Charisma modifier of the Summoner, not half (as previously gained).
True Eidolon Mastery – At 16th level, when the Summoner uses his Merge Forms power, he may stay within his eidolon for a number of rounds equal to double his Summoner level. In addition, he may use his Summon Monster spell abilities from within his eidolon.
Hexblades are beings connected with the darkest powers of the cosmos, and as such are capable of laying curses on their foes. Few Linraeans find themselves drawn to this path, but many Vampyres find themselves in tune with the darkness of the world.
Spells – The variant hexblade does not have the ability to cast arcane spells.
Blessing of Curses – A Hexblade becomes more connected with his curses since he doesn’t have to focus on spells. He becomes able to use his hexblade’s curse a number of times per day equal to 4 + his Charisma modifier. He still gains bonus usages of his curse at 9th, 13th, and 17th level, but instead gains 2 usages at each level, instead of 1.
Bonus Feat – At 5th level, instead of gaining a bonus feat from that short list in the book, a hexblade may choose any feat from the fighter free-feat chart.
Superior Arcane Resistance – at 11th level, a hexblade gains spell resistance equal to 10 + his character level.
Dispelling Strike – At 13th level, a hexblade continues his anti-magic path. He gains the ability to dispel magic with a successful weapon strike. Twice per day, the hexblade can announce that he is attempting a Dispelling Strike before attacking, and, if successful, the subject acts as if a Dispel Magic had been cast on it, with the effective caster level equal to the hexblade’s level. Each two levels after 13, the hexblade may use this ability one more time (a total of 3 times per day at 15th, 4 at 17th, and max 5 at 19th level).
Greater Curse – At 16th level, all curses cast by the hexblade have a chance of becoming permanent. A successful spell power check (like over coming spell resistance) against DC 23 will make the curse permanent. Also, when the hexblade attacks a target of his curse, he gains a bonus to attack and damage rolls equal to his Charisma modifier.